Aetheria/Assets/Scripts/ServerShared/Behaviors/TurretController.cs
Reinier Vens b53e4aec8c Combat & Visibility & Collisions
Converted entity materials to new fade shader
Implemented visibility system
Refactored per-instance entity code to run inside monobehavior on entity instances
Created state machine AI for enemy ships with basic patrol and combat routines
Removed legacy AI code (controller item behaviors)
Added automatic trigger group assignment for matched weapons
Created ship collision system
Created shield VFX and colliders
2021-02-26 19:01:47 +00:00

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4 KiB
C#

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System.Collections.Generic;
using System.Linq;
using MessagePack;
using Newtonsoft.Json;
using UniRx;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using float3 = Unity.Mathematics.float3;
[MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class TurretControllerData : BehaviorData
{
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new TurretController(context, this, entity, item);
}
}
public class TurretController : IBehavior
{
private TurretControllerData _data;
private List<Weapon> _weapons = new List<Weapon>();
private float _shotSpeed;
private bool _predictShots;
public Entity EquippedEntity { get; }
public EquippedItem Item { get; }
public ItemManager Context { get; }
public BehaviorData Data => _data;
public TurretController(ItemManager context, TurretControllerData data, Entity equippedEntity, EquippedItem item)
{
Context = context;
_data = data;
EquippedEntity = equippedEntity;
Item = item;
var weapons = equippedEntity.Equipment.Where(e => e.Behaviors.Any(b => b.Data is WeaponData));
foreach (var weapon in weapons)
{
CheckWeapon(weapon);
}
equippedEntity.Equipment.ObserveAdd().Subscribe(add => CheckWeapon(add.Value));
equippedEntity.Equipment.ObserveRemove().Subscribe(remove =>
{
foreach (var b in remove.Value.Behaviors)
if (b is Weapon weapon)
_weapons.Remove(weapon);
});
}
private void CheckWeapon(EquippedItem item)
{
foreach (var b in item.Behaviors)
if (b is Weapon weapon)
{
_weapons.Add(weapon);
var vel = Context.Evaluate(weapon.WeaponData.Velocity, item.EquippableItem, EquippedEntity);
if (vel > .1f)
{
_predictShots = true;
_shotSpeed = vel;
}
}
}
public bool Execute(float delta)
{
if (EquippedEntity.Target.Value != null)
{
var diff = EquippedEntity.Target.Value.Position - EquippedEntity.Position;
if (_predictShots)
{
var targetHullData = EquippedEntity.ItemManager.GetData(EquippedEntity.Target.Value.Hull) as HullData;
var targetVelocity = float3(EquippedEntity.Target.Value.Velocity.x, 0, EquippedEntity.Target.Value.Velocity.y);
var predictedPosition = AetheriaMath.FirstOrderIntercept(
EquippedEntity.Position, float3.zero, _shotSpeed,
EquippedEntity.Target.Value.Position, targetVelocity
);
predictedPosition.y = EquippedEntity.Zone.GetHeight(predictedPosition.xz) + targetHullData.GridOffset;
EquippedEntity.LookDirection = normalize(predictedPosition - EquippedEntity.Position);
}
else
EquippedEntity.LookDirection = normalize(diff);
var dist = length(diff);
foreach (var x in _weapons)
{
var data = x.Data as WeaponData;
var fire = dot(
EquippedEntity.HardpointTransforms[EquippedEntity.Hardpoints[x.Item.Position.x, x.Item.Position.y]].direction,
EquippedEntity.LookDirection) > .99f;
if (Context.Evaluate(data.Range, x.Item.EquippableItem, EquippedEntity) > dist && fire)
{
x.Activate();
}
else if (x.Firing)
x.Deactivate();
}
}
else
{
EquippedEntity.Target.Value = EquippedEntity.VisibleHostiles.FirstOrDefault(e => e is Ship);
}
return true;
}
}